Don’t forget rival schools with its tardy counters
Yep.
How many times?
-trolls suck-
It was a stored macro that I just kept replaying. This was already tested by T.Akiba years ago with hardware.
I literally forgot about Rival Schools completely.
I don’t even remember the original point of this.
I’m not worried about tatsu when I’m throwing hadokens.
And if we are measuring previous inputs then your motion produces a hadoken.
-trolls suck-
Not to mention they could be exploitable. I haven’t seen game with abusive gaurd cancelled (except Naruto ninja storm but common…its naruto)
Special moves and overlapped inputs. Noone does 62141236 K+P in a real match. The OP said that he didn’t like the fact weird motions can result in certain moves. That was just a demonstration that the same phenomenon can occur in games that have tight windows. Lenient timing is a bigger problem than lenient motions.
Don’t do it again.
Everything Ono and Niitsuma have done to fighters.
It shouldn’t be in fighting games. Full stop. A competitive game should not undermine that aspect by helping out the losing players.
What makes you think it’s not overboard in MVC2? Meter gain from taking damage is huge in that game, because METER is huge in MVC2.
Still though, f b f or whatever making a flamekick in iv. That is stupid.
This is also why ST’s min/max inputs windows are a good thing. Sometimes its loose sometimes its not. But walk forward sweep srk is far less common in st. Its pretty much guaranteed in 3s or iv.
-trolls suck-
I guess we should get rid of pushback, recovery, reversal,and heck why not rounds too while were at it. Since they technically and essentially are comeback mechanics. (Wow wonder what type of game that would be.)
Look everything has come back in some aspect, right now the FGC just experience what poorly design comebacks can do. That doesn’t mean their bad or have no place in competitions. Developer need to learned how to manage their stuff carefully and not just add stuff in. Remeber what happen when combos were first discovered and how many developers tried to implement them into their games with out polishing them? Not good I can tell you that much.
Besides MvC3 x-factor/SF4 Ultra/ T6 rage . What other game did comeback mechanics poorly?
Guile was significantly developed: Charlie/Nash and Remy
SF4 is just 2 steps forward and a plane ride backwards
I know what you’re saying. Soul Calibur and King of Fighters tend to keep things fresh by having their characters go through complete overhauls over their iterations.
I wouldn’t mind it SF5 brought back a lot of old characters, but did the same thing. Capcom tends to keep their characters close to their original designs, it seems.
Wow.
to bad that Remy was on a game where his character desing couldnt work to its full potential, i liked to play with him back in the day
nerfing of tech no one really ever used
This is just a consequence of having an input window that isn’t stupid small. Auto correct is in every FG…
^this
you can have an ultra charged twice in one round if you get your ass kicked enough and blow both of them at the first chance available. hell, a 3rd might even be possible under the right conditions. 3 chances in the game to wipe out more than half a users healthbar? thats a lot of damage (O_O)